Magic Room is a Psychic-type move introduced in Generation 5.
Values by generation
From PokeAPI's change history. Up to Generation 3, physical or special depends on the type. Highlighted cells changed from the previous generation.
| Generation | Type | Category | Power | Accuracy | PP | Priority |
|---|---|---|---|---|---|---|
| Generation 5 | Psychic | Status | — | — | 10 | -7 |
| Generation 6 | Psychic | Status | — | — | 10 | +0 |
| Generation 7 | Psychic | Status | — | — | 10 | +0 |
| Generation 8 | Psychic | Status | — | — | 10 | +0 |
| Generation 9 | Psychic | Status | — | — | 10 | +0 |
In-game descriptions
| Black / White · Black 2 / White 2 · X / Y · Omega Ruby / Alpha Sapphire · Sun / Moon · Ultra Sun / Ultra Moon · Let’s Go, Pikachu! / Let’s Go, Eevee! · Sword / Shield | The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns. |
|---|---|
| Legends: Arceus · Scarlet / Violet | The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. |
TM / HM
| Sword / Shield | TM72 |
|---|
Pokémon that learn it
All versions combined; see each Pokémon's page for game-by-game details.
By TM / HM (2)
By move tutor (2)
Sources : PokeAPI (moves, move_changelog, move_flavor_text, pokemon_moves, machines)